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Ayre Fenmaris's page

No posts. Alias of Anderlorn.


Full Name

Ayre Fenmaris

Race

Gestalt Monk (Zen Archer) / URogue (Scout, Sniper) | Lvl: 1/1 | HP: 10/10 | AC:16 | T:16 | FF:12 | F:+4 | R:+7 | W:+3 | Initiative:+5 | Perception:+7 | Ammo:40/40 | CMB:+5/7(Gr) | CMD:18/20(Gr) | Speed:30'

Classes/Levels

Skills:
Acrobatics:+5 | Climb:+6 | Disable Device:+11 | Escape Artist:+9 | Handle Animal:+5 | Ride:+10 | Sleight of Hand:+9 | Stealth:+9 | Survival:+6 | Swim:+6 | Use Magic Device:+4

Gender

Lightbringer Elven Male Adult

Size

Medium

Age

120

Special Abilities

Lightbringer Elf, Gestalt - Monk (Zen Archer), Rogue (Scout, Sniper)

Alignment

Lawful Neutral

Deity

Irori

Location

Phaendar, Nirmathas

Languages

Common, Draconic, Elven

Occupation

Guerilla, Soldier

Strength 14
Dexterity 20
Constitution 12
Intelligence 12
Wisdom 13
Charisma 10

About Ayre Fenmaris

Elven Male Adult Monk (Zen Archer) 1/Unchained Rogue (Scout, Sniper) 1/Gestalt 1 (Pathfinder RPG Advanced Player's Guide 115, 134, 134, Pathfinder Unchained 20)
LN Medium Humanoid (Elf)
Init: +5; Senses: Darkvision 60'; Perception: +7
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Defense
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AC: 16, Touch: 16, Flat-footed: 11 (+5 Dex, +1 Wis)
HP: 10 (1d8+2)
Fort: +4, Ref: +7, Will: +3
Immune: Blindness, Dazzled
Weaknesses: Light Sensitivity --> Now Immune
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Offense:
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Speed: 30'
Melee:
. . Rapier +6 (1d6+2/18-20) or
. . Unarmed Strike +5 (1d6+2)
Ranged
. . Composite Longbow +5 (1d8/×3/110') or
. . Composite Longbow flurry of blows +4/+4 (1d8/×3/110')
Special Attacks:
. . Accuracy - Range Increment penalties are halved.
. . Agile Maneuvers - Allows the use for Dex instead of Str for CMB
. . Zen Archer Flurry of Blows - Allows for multiple attacks like two-weapon but with bows.
. . Perfect Strike 1/day - Roll 2d20 and pick the best roll
. . Precise Shot - Shoot into melee without (-4) penalty
. . Sneak Attack (unchained) - +1d6 Precision Damage
. . Weapon Focus (Light Blades)
Spell-Like Abilities (CL 1st; concentration +1)
. . At Will—Light
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Statistics
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Str 14(+2), Dex 20(+5), Con 12(+1), Int 12(+1), Wis 13(+1), Cha 10(+0)
Base Atk: +0; CMB :+5 (+7 grapple); CMD: 18 (20 vs. grapple)
Feats: Additional Traits, Agile Maneuvers, Perfect Strike, Precise Shot, Unarmed Combatant, Weapon Focus (Light Blades)
Traits Beast Bond, Militia Veteran (Phaendar), Resilient, Unbreakable Survivor
Skills Acrobatics +5, Climb +6, Disable Device +11, Escape Artist +9, Handle Animal +5, Perception +7, Ride +10, Sleight of Hand +9, Stealth +9, Survival +6, Swim +6, Use Magic Device +4; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven
SQ Finesse Weapon Attack Attribute, Lightbringer
Combat Gear:

Composite Longbow, Arrows (40/40), Rapier,

Utility Gear:

Rogue Kit: Backpack, bedroll, belt pouch, caltrops, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), masterwork thieves' tools, mess kit, mirror, piton (10), pot, soap, soldier's uniform, waterskin

Coin:

6 sp

Total Weight:

56.6 lbs. (Light)

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Special Abilities
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Accuracy: Range increment penalties are halved with Bows and Crossbows.
Agile Maneuvers: Use DEX instead of STR for CMB
Darkvision (60 feet): You can see in the dark (black and white only).
Finesse Weapon Attack Attribute: Finesse weapons use Dexterity on attack rolls.
Flurry of Blows -1/-1 (Ex): As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Immunity to Blindness: You are immune to blindness.
Immunity to Dazzled: You are immune to the dazzled condition.
Light Sensitivity (Now Immune)(Ex): Dazzled as long as remain in bright light.
Lightbringer: +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Perfect Strike (1x/day, 2d20): With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Precise Shot: You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack (Unchained) +1d6: Attacks deal extra dam if flank foe or if foe is flat-footed.
Unarmed Combatant: Always considered armed, no attack of opportunity on grapple attempts.
Weapon Focus (Light Blades): You gain a +1 bonus on all attack rolls you make using weapons from the selected group.

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Appearance:

Ayre is tall, slender, but has obvious muscle mass and appears to be quick on his feet. He is tan, black hair, and purple eyes. He is dressed in a soldier's outfit, carries a composite long bow, a sheathed skinny blade on his left connected to his belt, he also has a pouch on his belt that appears to have something in it, a backpack filled with gear on his back along with arrows.

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Background and Personality:

Background:

Ayre Fenmaris was born to Itham and Ryllae Fenmaris 120 years ago. The Fenmaris family was part of a hidden community of a rare ethnicity of Elves called, the Lightbringers. The Lightbringers, including the Fenmaris’, lived in hidden communities to escape the prosecution of “supposedly” having Dark Elf ancestry even though they do not have an ounce of Dark Elf blood in them and they don’t even look like Dark Elves. However since Lightbringers have the ability to cast light at will and see in the dark, normal Elves and other humanoids, tend to knee jerk and be prejudice against the Lightbringers. In Ayre’s youth, while out to celebrate a Ketaphys hunting holiday of Lathlaeril*, his family was viciously attacked by bandits and he was left for dead. The resilient and unbreakable young Ayre awoke heavily wounded and suffering from amnesia somehow ended up surviving. For a while he learned how to survive by stealing by sleight of hand from anyone he came across on the road or in small towns. One day, he was caught by the now Old Ranger Tebio Ran on the road and instead of turning in the young Ayre to a local magistrate or worse, he adopted him after Ayre couldn’t remember where his family village was and the members of his family. To initiate his adopted Elven son, he had Ayre take care of his horse, Sunny. Ayre bonded with Sunny until the horse died of old age which is both a boon and curse of Elven longevity. After earning Tebio’s trust more, the Ranger taught Ayre a new form of bow hunting he came up with and how to survive. Unlike a traditional Ranger, this required meditation to Irori.

As Ayre became older, he picked up more of Tebio’s chores when he was able to. To hone Ayre’s skills, Tebio volunteered himself and Ayre to the Emergency Militia of Phaendar and responded to the growing attacks by General Azaersi lackeys and other aggressors. Even though Tebio did not suffer from old age, time caught up with the old ranger and died of old age. After mourning for his human adopted father, he packed up his gear and headed for Phaendar to join up with a group of guerrillas, to maybe find his blood family, and maybe form a quasi-family with group he joins.

* - Made up holiday since I could not find anything and used an Elven word

Personality:

Although not a ranger, Ayre’s love for nature comes from his Elven blood and heritage. And just like his blood family and adopted family, he defends nature like he defends them. He is especially angry with General Azaersi and allies for not only invading and attacking innocence but his responsibility or suspected responsibility of corrupting nature in the region. Ayre extra hate for General Azaersi comes from his youth when he and his family were killed and/or left for the dead. Just like the bandits, Ayre categorizes General Azaersi as a murderous bully. Ayre is normally helpful and kind but is focused and a tactical killer to those he feels needs to be dispatched. When in the field, he is serious and quiet but back in town, he lets it all out like a human which may draw attention to himself from any visiting Elves or Elves not use to human partying. Unlike normal Elves of taking their time because of their longevity, Ayre acts like he has the life span of a human since Tebio raised Ayre most of his life, and tends to hurry like a human.

Goals:

1. Find a group to join to further develop skills by putting them to use and for force multiplier decreasing chances for failure since
failure is one of his fears.

2. Short Term Goal -Assassinate General Azaersi and kill as many of his minions as possible. He does not like what is happening to the people of Phaendar and those who are corrupting the forest. In short, he does not like bullying murders.

3. Long Term Goal – Restore his memory, find his remaining family, and avenge his immediate family’s death by killing the bandits responsible for it or vice versa.

Fears:

1. Any type of failure.

2. Losing control of oneself through anger, magic, or divine influence.

3. Being lonely.

If your character has any family/loved ones they are close to:

Hidden for now or deceased; looking for blood and/or an adopted family.

How you managed to end up in, or passing through, Phaendar:

Ayre headed for Phaendar to join up with a group of guerrillas, find his blood family, and maybe adopt a family which could include the band he joins.

Quirk/Mannerism:

1. Ayre starts to fidget when he becomes stress or frustrated.
2. Gets drunk with a good bottle of wine during safe idle times.

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